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===Dungeon Themes===<!-- Also needs the writefaggotries. --> ====[http://www.zeldawiki.org/Desert_Dungeon Desert]==== *Location: Deserts or other sandy areas. *Atmosphere: "Sand piles up in drifts along the hieroglyphed walls, blown around by the desert winds." *Enemy Types: ??? *Obstacles: Quicksand or complex traps. *Puzzle Types: Generic; like Forest Dungeons. Dungeons of this type are actually similar to forest dungeons when it comes to puzzles (in fact, the Arbiter's Grounds from Twilight Princess are similar to the Forest Temple from Ocarina of Time when it comes to hunting Poes), or at least these are more generic in nature. ====[http://www.zeldawiki.org/Earth_Dungeon Earth]==== *Location: Underground or inside rocky areas. *Atmosphere: Earth dungeons are known for their dark, dank environment and organic, vegetative architecture. *Enemy Types: ??? *Obstacles: Obstacles may include rolling rocks and fragile terrain and walls. *Puzzle Types: Overlaps with Fire, Forest, and Shadow. Earth dungeons are somewhat difficult to distinguish, as their placement, depending on the puzzles present. ====[http://www.zeldawiki.org/Fire_Dungeon Fire]==== *Location: Volcanoes and fire-covered areas. *Atmosphere: "Sweltering heat blasts up from the metallic floor as lava flows freely nearby." *Enemy Types: Fire-breathing enemies, etc. *Obstacles: Lava, fire obstacles, etc *Puzzle Types: Related to removing or creating [http://www.zeldawiki.org/Fire fire], although others have more to do with the use of Bombs. Moving blocks have been reportedly frequent in these dungeons as well. Dungeons related to this element can be expectantly more difficult than other dungeons because of the fiery hazards present. ====[http://www.zeldawiki.org/Forest_Dungeon Forest]==== *Location: Forests, groves or swamps usually mimic the ecosystems surrounding them both in context and in atmosphere. *Atmosphere: "Plant life springs forth from every crevice as a riotous celebration of nature." *Enemy Types: Floral or arthropodal enemies, such as Deku Babas, Deku Scrubs, or Skulltulas. *Obstacles: Vines and whatnot? *Puzzle Types: As forest dungeons are usually encountered early on in the game, the puzzles in these dungeons are usually generic in nature and somewhat simple. Depending on the game itself or the plot, there may be various unique situations in the dungeon. For example, in Twilight Princess, Link has to cooperate with monkeys in order to make his way through the rooms of the Forest Temple, and in Ocarina of Time, he occasionally has to twist some corridors so that he can access and explore new rooms of the same temple. ====[http://www.zeldawiki.org/Ice_Dungeon Ice]==== *Location: Ice dungeons are frozen and located in icy areas. *Atmosphere: "Frost covers every surface as breath freezes in the cold air." *Enemy Types: Icy enemies, etc. *Obstacles: Sources of cold that can freeze Link, slippery floors, falling [http://www.zeldawiki.org/Ice ice] needles, deep [http://www.zeldawiki.org/Snow snow], etc. *Puzzle Types: move blocks in these dungeons, although the low friction of the floor can make this more difficult than usual. ====[http://www.zeldawiki.org/Light_Dungeon Light]==== *Location: Places of divine goodness. *Atmosphere: "Every surface is bathed in warm radiance like a mother's embrace, banishing defilement." *Enemy Types: Mechanical in most cases (Armos, Beamos, etc.). *Obstacles: Mechanical in most cases. *Puzzle Types: Escorting or commanding objects (guiding light), manipulating physical [http://www.zeldawiki.org/Light light], etc. Light-themed dungeons are relatively rare in the series. Unlike the other types of dungeons, whose themes make them markedly different from the main overworld, these dungeons appeal for a more realistic and generic environment. Storyline-wise, these dungeons have a fixation towards light in a sacred or religious sense. ====[http://www.zeldawiki.org/Shadow_Dungeon Shadow]==== *Location: Graveyards or very dark places. *Atmosphere: "The absence of light has tainted this place, letting dark forces sprout like fungus in the gloom." *Enemy Types: Demonic or undead enemies (Poes, Redeads, Stalfos, etc.). "Scary", "creepy", etc. *Obstacles: Hidden pits, deadly traps, etc. *Puzzle Types: Invisible elements, illusions; light may also be required to open new paths, as seen in The Wind Waker with the Earth Temple. Many of these dungeons serve as bases of operation for the villains, such as the Black Tower in Oracle of Ages and the Palace of Twilight in Twilight Princess. In the majority of the cases, shadow dungeons are found late in the games. ====[http://www.zeldawiki.org/Water_Dungeon Water]==== *Location: Lakes and watery areas. *Atmosphere: "Drops of water from the ceiling fall to form deep pools, leaving ripples behind." *Enemy Types: Water-based (fishy thingies, etc.). *Obstacles: Drowning, etc. *Puzzle Types: Manipulating or crossing liquid [http://www.zeldawiki.org/Water_(Terrain) water] in one way or another. Among the most controversial, mostly because the difficulty is, more often than not, much higher than in other dungeons. In the Water Temple, for example, Link has to make the water descend and ascend its level at least twice in order to meet the boss, and numerous times if the players guiding him overlook keys that may be needed later and that are only accessible when the water is on its right level; another difficulty is that Link has to constantly equip or de-equip his Iron Boots, depending on whether he is rising to a surface or walking on a bottom. ====[http://www.zeldawiki.org/Wind_Dungeon Wind]==== *Location: The sky, or in places of notable altitude. *Atmosphere: "A strong wind blows through the place, playing with wind chimes and jumping expanses of sky below." *Enemy Types: Flying enemies, etc. *Obstacles: Strong winds, etc. *Puzzle Types: Using [http://www.zeldawiki.org/Wind wind] to reach new places, crossing chasms carefully to avoid falling. Wind dungeons are among the rarest of the element themes, and are usually encountered later on in the game (often the sixth or seventh dungeon).
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